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[Cityscape] Alien Movement between buildings - Implementation ideas #697

@FilmBoy84

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@FilmBoy84

One of the roadmap issues for 1.0 is resolving aliens moving between buildings and from UFO crash sites

Here i hope to discuss ideas for how we want this to work in OpenApoc

In the OG, aliens would both spread from the building they are dropped at, but also retreat from combat zones to move into other buildings... This currently does not happen in OpenApoc.

Things to consider:

  • Aliens in crashed UFOs need to move into the city buildings when their craft self-destructs... How do we pick where they go? Simple nearest building? Or do they split forces so eggs and chrysalis are moved to safer buildings such as nearby friendly organisations whilst combat units move to the current infiltration targets?

  • How do aliens split their forces between buildings? Mission Type? Organisation relations? Unit type? Alien Infiltration stats?

  • We need to implement real time movement of aliens (like agents move) around the city, not just teleport them... This was the case (although unseen) in OG... Do we limit them to people tubes and walking? Or do we allow them to move freely in real time and assume they are using sewers and pipes? The latter was the OG option.

  • We need to implement aliens in the city being killed by falling tiles and destruction of the tiles that hold them precisely the way it is dealt with for agents in the city. Suspect the aliens are in a people tube or hiding in a slum block? Shoot it down! Aliens totally controlling a building? Blow it up! (at a cost to relations and score of course)

Please feel free to post all ideas and code queries here...

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    CityscapeAn issue relating to something in the City overview part of ApocalypseCode QuerySomething doesn't seem right in the code. It may not be a bug, but it probably needs fixing!EnhancementThis is a request for something that makes OpenApoc work better or more intuitivelyFeature RequestThis is a request for a new thing to be added to OpenApocHelp WantedHelp is required in making this fix/feature complete. If you can code or test, please take a look!Not Yet ImplementedThis fix or feature is not yet implemented or merged with trunkPathfindingAn issue relating to pathfinding of unitsUnitAI / BehaviourSomething relating to the behaviour of Units in the gameVerified / ReplicatedThis issue has been verified or replicated by a developer

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